- Update to ZDoom r1532:

- Swapped snes_spc out for the full Game Music Emu library.
- Fixed: The Hexen status bar still uses MAX_MANA for some calculations instead
  of MaxAmount.
- Added Blzut3's submission for displaying underwater stats in SBARINFO.
- Added Gez's AMMO_CHECKBOTH submission.
- Added Gez's THRUSPECIES submission.
- Added loading directories into the lump directory.
- fixed: The Dehacked parser could not parse flag values with the highest bit
  set because it used atoi to convert the string into a number.
- fixed: bouncing sounds were limited to inventory items.
- Rewrote IWAD detection code to use the ResourceFile classes instead of
  reading the WAD directory directly. As a side effect it should now be
  possible to use Zip and 7z for IWADs, too.
- Added 'EndTitle' nextmap option which goes to the regular title loop after
  the game has finished.
- Added NOBOSSRIP flag. Note: we are now at flags6!
- Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function.
- Added THRUACTORS flag that disables all actor<->actor collision detection.
- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible
  targets.
- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
- Added Ultimate Freedoom IWAD detection.
- Added GetAirSupply and SetAirSupply functions to ACS.
- Fixed: The *surface sound was not played when drowning was switched off
  by setting the level's air supply to 0.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@338 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2009-06-04 13:59:08 +00:00
parent 2c4217ed00
commit 0225657584
165 changed files with 33334 additions and 683 deletions

View file

@ -965,7 +965,8 @@ bool APlayerPawn::ResetAirSupply (bool playgasp)
{
S_Sound (this, CHAN_VOICE, "*gasp", 1, ATTN_NORM);
}
player->air_finished = level.time + level.airsupply;
if (level.airsupply> 0) player->air_finished = level.time + level.airsupply;
else player->air_finished = INT_MAX;
return wasdrowning;
}
@ -2330,7 +2331,7 @@ void P_PlayerThink (player_t *player)
}
// Handle air supply
if (level.airsupply > 0)
//if (level.airsupply > 0)
{
if (player->mo->waterlevel < 3 ||
(player->mo->flags2 & MF2_INVULNERABLE) ||